#version 440 layout(location = 0) in vec2 a_position; layout(location = 1) in vec4 a_color; layout(std140, binding = 0) uniform buf { mat4 mvp; }; layout(location = 0) out vec4 v_color; void main() { gl_Position = mvp * vec4(a_position, 0.0, 1.0); v_color = a_color; }